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Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case Study

Published: 02 May 2017 Publication History

Abstract

Live-streaming of video games is a recent phenomenon. One driving factor is the direct communication between the streamer and the audience. Currently, besides the platform-integrated options such as text chats, streamers often use external sources to let their community better articulate their opinions. In this paper we present a case study with our tool Helpstone, a live-streaming tool for the card game Hearthstone. Helpstone provides several new communication channels that allow for a better viewer-streamer interaction. We evaluated the tool within a live-streaming session with 23 viewers using Helpstone, and interviewed the streamer. The results indicate that not every implemented interactivity option is relevant. However, in general, new communication channels appear to be valuable and novel influence options are appreciated.

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    cover image ACM Conferences
    CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems
    May 2017
    7138 pages
    ISBN:9781450346559
    DOI:10.1145/3025453
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 02 May 2017

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    Author Tags

    1. audience influence
    2. hearthstone
    3. streaming
    4. twitch

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    • (2024)Towards a Design Framework for Data-Driven Game Streaming: A Multi-Stakeholder ApproachProceedings of the ACM on Human-Computer Interaction10.1145/36771078:CHI PLAY(1-28)Online publication date: 15-Oct-2024
    • (2024)Investigating the Role of Real-Time Chat Summaries in Supporting Live StreamersProceedings of the 50th Graphics Interface Conference10.1145/3670947.3670980(1-12)Online publication date: 3-Jun-2024
    • (2024)Exploring The Affordances of Game-Aware Streaming to Support Blind and Low Vision Viewers: A Design Probe StudyProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675665(1-13)Online publication date: 27-Oct-2024
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    • (2024) Examining the Use of DanMu for Crowdsourcing Control in Virtual Gatherings International Journal of Human–Computer Interaction10.1080/10447318.2024.2375700(1-19)Online publication date: 18-Jul-2024
    • (2024)Audience Participation Fighting Game: exploring social facilitation for an enhanced APG experienceHeliyon10.1016/j.heliyon.2023.e23967(e23967)Online publication date: Jan-2024
    • (2023)Let’s Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in ChinaProceedings of the ACM on Human-Computer Interaction10.1145/36110597:CHI PLAY(1025-1043)Online publication date: 4-Oct-2023
    • (2023)Hate Raids on Twitch: Understanding Real-Time Human-Bot Coordinated Attacks in Live Streaming CommunitiesProceedings of the ACM on Human-Computer Interaction10.1145/36101917:CSCW2(1-28)Online publication date: 4-Oct-2023
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